
Enemies are coming! Every decision matters: build your city, grow the economy, and prepare for enemy waves. Strengthen your defenses, adapt your strategy, and unleash your hero’s full potential. This unique Tower Defense will test your skills – are you worthy to claim a place at Valhalla?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 28 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Nordhold is a tower defense game for strategy enthusiasts who crave high replayability through endless combinations. Build and manage a cozy medieval Nordic village while enjoying deep tactical gameplay that doesn't require extensive learning.

With over 20 buildings offering diverse strategic development options through unique upgrades and meta-progression, find the balance between economic growth and defending Nordhold.

9 towers with unique abilities offer numerous customization options. Fine-tune your tactics to protect Nordhold effectively.

100+ custom upgrades offer versatile customization options, providing strategic depth and countless combinations.

Which general should defend Nordhold? Choose from hundreds of hero combinations! Relics grant you bonuses across the board, whether for your economy or defense. The oracle always gives you a different choice, for example: 5 waves of stronger enemies, which also offer higher rewards, or 5 waves of cheaper tower construction?

The snowball effect becomes reality. Smart decisions create synergies that let you conquer ever-stronger waves of enemies and bosses in a firework of effects.

Compete globally or with friends in our ranking system. Can you reach the Valhalla rank?
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In its core, I think Nordhold is a competent TD game. But I severely dislike the early game (which you play a lot because it's a rogue-lite), especially the base management part and slow tower upgrade progression. It is always the same the first few waves, you always reroll until you get one certain buff in the start (if you allow free rerolls, you should just remove that choice altogether). And then you upgrade the same buildings the same way every time. And you place the same basic towers aswell, until your economy allows otherwise. It's just a chore (especially with Steam Deck controls) with no real strategic decisions. That changes in Midgame though, so if you can tolerate the repeating early part, the base management adds some strategic depth later on. And for sure there a some nice tower synergies, if you survive long enough to build them. I can't judge difficulty - i didn't get that far, but i also didn't unlock everything yet. But i also don't have interest in doing so anymore. If you're a genre fan, i would still recommend to at least try this game. But for me it's too tedious to play for any longer.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish
Hours played at review time, across 152 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is fun, but you quickly run into the issue of needing highly concentrated damage as soon as the regenerating enemies start to spawn. This is not a long run game, it is a 30 minute run at most before you need to start over. There is no sense of building up for a good strategy. You will also NEED to get specific RNG events in your run to even start to deal with certain enemies. Less of a strategy and more of a lottery. The game could be much better, but the development/publisher management seems to be obsessed with having "seasons" like it is a live service game and thinking that if you ever manage to play a single run for more than an hour that you will get bored and not buy the next DLC.
挺好玩的,内容也很多,我到现在也才解锁41%。本质经营游戏,肉鸽元素较少,每局的地图会改变,但是影响不大。局外成长很多,对新手很重要的大学和前哨站系统我打到三十多波才解锁,这个设计有点费解。防御塔种类很多,可以只玩一种塔,也可以玩多种,会有单个的增益buff,也有融合增益buff。难点在第十波怎么度过第一个boss,建议攒点资源造个渡鸦塔楼进行针对,开局拿小麦,前期优先搞黄金和工人,大概十五波雪球就滚得差不多了,一直到三十波结束都很爽。三十波之后的无尽模式难度大大增加,怪的属性几乎呈指数级上升,我方的增益还是相对线性且生产力被锁死,难度曲线不太合理。
One of the core tenets of a roguelike is that every run is different. Except in this game you can just build the same OP towers every time and it will "roll" you the same OP upgrades every time. One of the core tenets of a tower defense game is that each map is different and you have to come up with a creative solution to solve the map. Except in this game the randomly generated tiles are always pretty uninteresting and the solution is always to put a big pile of your best towers at a decent enough randomly generated intersection. This game is what happens when developers tack on flavors like "rogue" and "tower defense" to their game without really understanding their purpose in game design philosophy. The game fails to be an interesting tower defense AND roguelite. But hey. They got me to play it for 12 hours so I guess that's something.
If you want to have to seemingly play days at a time to get a slight amount of progress, this is the game for you. 2/10
meh. too expensive. not that impressive. Under $10 might be suitable. Learning curve exists but not that enjoyable. <번역> 걍 그렇다. 넘 비쌈. 인상적이진 않음. 대충 만원 언저리면 적당할듯. 배우면서 뭐 알아가는게 있는거같은데 그닥 즐겁진 않음.
Really don't dig the meta upgrades progression. Having to rebuild everything in your village every time is boring, and the actual TD aspect of the game is not really impressive.
The game concept is great, it also does a lot of things really well. The problem I have is twofold, the price, its more like a $10-15 game IMO, and the lack of a goal. You just start a run and go till it stops, no story or anything substantial after each run besides stat boosts. This game reminds me of Shapez but for TD games, its just...boring. Maybe in the future itll be worth it but right now IMO its not.
This game reminds me of NovaDrift, but a much worse one. [h1] Running the town [/h1] A great idea, except economy is king like every strategy game and if you don't take the optimal route you easily die. The optimal setup requires convoluted order of operations which gets tedious and boring very fast. [h1] Fusion Towers [/h1] Extremely poorly executed. NovaDrift usually make the "fusion" perks very impactful because they completely change how certain mechanics work, but this game most of them are just "now this tower also does something the other tower do, but better". Like, come on, you're not even trying. [h1] RNG elements [/h1] Way too uncontrollable for a roguelite. Extremely stingy banish and reroll while assigning rarity gamble to banner is a nightmare, not to mention the ♥♥♥♥♥♥ relic pool with a few that are OP. [h1] Meta progression [/h1] Not really a fan of grind to win the game, or rather grind to start playing at all because so many initial resources are unlocked by grinding and without them good luck getting past wave 10. [h1] Poor build feedback trial cycle [/h1] For those who want to try a build, the game either kills you way too early that you don't even know if a build is good, or it takes you an hour and suddenly gives you something unbeatable. The wave scaling gets too crazy too quickly: there was a game I had three layers of defenses that has almost identical DPS, I've been camping spawn for a while until one wave that just punches through all three layers effortlessly. You're pretty much required to do some out of game math to figure out if builds are good or not before playing. [h1] Verdict [/h1] The state of the game worth at most $5. You're not allowed to express any form of creativity in solving issues the game throws at you and therefore no feel of accomplishment as you're likely just better off copying someone else's build. The roguelike element only made everything worse instead of forcing you to come up with interesting solutions. Would not recommend playing unless you are very good at math or fine with blindly following build guides.
There's definitely some enjoyment to be had with this title, but the balancing and progression is just so poorly executed. The roguelike aspects are in opposition with the consistent level of difficulty you will face in the early phases of the game - you have to draw the exact pieces you need to make whichever strategy you're trying, and even then it may come down to a dice roll on one of your tower's abilities triggering when you need it to, or the enemy path building out in a way that is optimal for your tower placement. On the other hand, once you cross a certain threshold in the run, it is effectively easy mode, because the only way to make it there is to have had everything work out in your favor up to that point. Most infuriatingly, you'll find most of the village buildings and abilities are not available to you until you have played quite a bit. The decisions on which buildings unlock early and which unlock late are sometimes cruel, especially in the case of the Druid House, which can heal your village shield (basically your health for when minions manage to make it through the gauntlet). Even that feature isn't amazingly helpful but, hey, doesn't that sound like something a newer player would take advantage of? It just all feels like a game that's designed to be overly difficult solely for the purpose of being overly difficult. Which, hey, it's gonna be someone's favorite game. Not mine, though. And probably not yours.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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